105 lines
3.5 KiB
C++
105 lines
3.5 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/EnumMap.h"
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#include "VideoCommon/CPMemory.h"
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class NativeVertexFormat;
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struct PortableVertexDeclaration;
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namespace OpcodeDecoder
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{
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enum class Primitive : u8;
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};
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namespace VertexLoaderManager
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{
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using NativeVertexFormatMap =
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std::unordered_map<PortableVertexDeclaration, std::unique_ptr<NativeVertexFormat>>;
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void Init();
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void Clear();
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void MarkAllDirty();
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// Creates or obtains a pointer to a VertexFormat representing decl.
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// If this results in a VertexFormat being created, if the game later uses a matching vertex
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// declaration, the one that was previously created will be used.
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NativeVertexFormat* GetOrCreateMatchingFormat(const PortableVertexDeclaration& decl);
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// For vertex ubershaders, all attributes need to be present, even when the vertex
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// format does not contain them. This function returns a vertex format with dummy
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// offsets set to the unused attributes.
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NativeVertexFormat* GetUberVertexFormat(const PortableVertexDeclaration& decl);
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// Returns -1 if buf_size is insufficient, else the amount of bytes consumed
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template <bool IsPreprocess = false>
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int RunVertices(int vtx_attr_group, OpcodeDecoder::Primitive primitive, int count, const u8* src);
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namespace detail
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{
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// This will look for an existing loader in the global hashmap or create a new one if there is none.
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// It should not be used directly because RefreshLoaders() has another cache for fast lookups.
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template <bool IsPreprocess = false>
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VertexLoaderBase* GetOrCreateLoader(int vtx_attr_group);
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} // namespace detail
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NativeVertexFormat* GetCurrentVertexFormat();
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// Resolved pointers to array bases. Used by vertex loaders.
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extern Common::EnumMap<u8*, CPArray::TexCoord7> cached_arraybases;
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void UpdateVertexArrayPointers();
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// Position cache for zfreeze (3 vertices, 4 floats each to allow SIMD overwrite).
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// These arrays are in reverse order.
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extern std::array<std::array<float, 4>, 3> position_cache;
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extern std::array<u32, 3> position_matrix_index_cache;
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// Store the tangent and binormal vectors for games that use emboss texgens when the vertex format
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// doesn't include them (e.g. RS2 and RS3). These too are 4 floats each for SIMD overwrites.
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extern std::array<float, 4> tangent_cache;
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extern std::array<float, 4> binormal_cache;
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// VB_HAS_X. Bitmask telling what vertex components are present.
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extern u32 g_current_components;
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extern BitSet8 g_main_vat_dirty;
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extern BitSet8 g_preprocess_vat_dirty;
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extern bool g_bases_dirty; // Main only
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extern std::array<VertexLoaderBase*, CP_NUM_VAT_REG> g_main_vertex_loaders;
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extern std::array<VertexLoaderBase*, CP_NUM_VAT_REG> g_preprocess_vertex_loaders;
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extern bool g_needs_cp_xf_consistency_check;
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template <bool IsPreprocess = false>
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VertexLoaderBase* RefreshLoader(int vtx_attr_group)
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{
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constexpr const BitSet8& attr_dirty = IsPreprocess ? g_preprocess_vat_dirty : g_main_vat_dirty;
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constexpr const auto& vertex_loaders =
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IsPreprocess ? g_preprocess_vertex_loaders : g_main_vertex_loaders;
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VertexLoaderBase* loader;
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if (!attr_dirty[vtx_attr_group]) [[likely]]
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{
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loader = vertex_loaders[vtx_attr_group];
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}
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else [[unlikely]]
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{
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loader = detail::GetOrCreateLoader<IsPreprocess>(vtx_attr_group);
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}
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// Lookup pointers for any vertex arrays.
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if constexpr (!IsPreprocess)
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UpdateVertexArrayPointers();
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return loader;
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}
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} // namespace VertexLoaderManager
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